Eladrin NPCs [Level 19]
Eladrin Battle Cleric [Level 19 Controller (Leader)]
Medium fey humanoid [XP 2400]
Initiative +11; Senses Perception +13; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 32; Fortitude 31, Reflex 28, Will 33
Saving Throws +5 against charm effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 damage, and one ally within 5 squares gains a +5 power bonus to melee attack rolls against the target
until the end of the eladrin cleric’s next turn.
- ○ [M] Blinding Light (standard) ✦ Radiant, Weapon
- +23 vs. Fortitude; 2d10 + 12 radiant damage, and the target is blinded until the end of the eladrin cleric’s next turn.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +23 vs. AC; 3d10 + 12 damage. Miss: Half damage. Hit or Miss: The eladrin cleric and each ally within 5 squares
of the eladrin cleric regains hit points as if the eladrin cleric had each spent a healing surge.
- □ Divine Armor (standard) ✦ Healing
- The eladrin cleric gains a +2 power bonus to AC. The eladrin cleric and each ally within 3 squares gain resist 5 to all damage
until the end of the encounter.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin cleric can teleport up to 5 squares.
- ○○○ Healing Word (minor) ✦ Healing
- The eladrin cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The eladrin cleric gains a +1 bonus to the eladrin cleric’s next attack roll or saving throw before the end of the eladrin
cleric’s next turn.
Skills Heal +18, Insight +18, Religion +15
Str 21 (+14); Dex 14 (+11); Wis 19 (+13);
Con 13 (+10); Int 13 (+10); Cha 14 (+11)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Eladrin Devoted Cleric [Level 19 Controller (Leader)]
Medium fey humanoid [XP 2400]
Initiative +11; Senses Perception +14; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 32; Fortitude 28, Reflex 28, Will 34
Saving Throws +5 against charm effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 9 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +21 vs. Reflex; 1d8 + 12 radiant damage, and one ally the eladrin cleric can see gains a +2 power bonus to his or
her next attack roll against the target.
- ○ [C] Thunderous Word (standard) ✦ Thunder
- Close blast 5; targets enemies; +21 vs. Reflex; 3d6 + 12 thunder damage, and the target is pushed 7 squares. Hit or Miss:
Allies in the blast can shift 1 square.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +21 vs. Reflex; 5d10 + 12 fire damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of fire that lasts until the end of the eladrin cleric’s next turn. Enemies that start their turn
in this zone take 1d10 + 12 fire damage. Sustain Minor: The zone persists.
- □ Hallowed Ground (standard) ✦ Zone
- Close burst 5. The burst creates a zone of hallowed ground. The eladrin cleric and any allies gain the following benefits
while within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack
rolls. The area remains hallowed until the end of the encounter.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin cleric can teleport up to 5 squares.
- ○○○ Healing Word (minor) ✦ Healing
- The eladrin cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The eladrin cleric gains a +1 bonus to the eladrin cleric’s next attack roll or saving throw before the end of the eladrin
cleric’s next turn.
Skills Heal +19, History +17, Religion +15
Str 14 (+11); Dex 14 (+11); Wis 21 (+14);
Con 13 (+10); Int 13 (+10); Cha 19 (+13)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Eladrin Greatweapon Fighter [Level 19 Soldier]
Medium fey humanoid [XP 2400]
Initiative +12; Senses Perception +10; low-light
HP 179; Bloodied 89
Healing Surges (+44 hp) ○○
AC 33; Fortitude 33, Reflex 29, Will 28
Saving Throws +5 against charm effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +23 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +23 vs. AC; 1d12 + 12 damage (crit 24 + 2d12). Miss: 5 damage.
- ○ [M] Mountain Breaking Blow (standard) ✦ Weapon
- +23 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and the target is pushed 3 squares. Hit or Miss: After the attack, the
eladrin fighter can shift the same distance the eladrin fighter pushed the target. The eladrin fighter must end the move adjacent
to the target.
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +23 vs. AC; 3d12 + 12 damage (crit 48 + 2d12). Miss: Half damage. Hit or
Miss: Until the start of the eladrin fighter’s next turn, the eladrin fighter can make a secondary attack as a free action
against any enemy that starts its turn adjacent to the eladrin fighter. Secondary Attack: +23 vs. AC; 1d12 + 12 damage
(crit 24 + 2d12).
- ○ Fey Step (move) ✦ Teleportation
- The eladrin fighter can teleport up to 5 squares.
- □ Iron Warrior (minor) ✦ Healing
- The eladrin fighter spends a healing surge, regaining an additional 2d6 + 4 hit points, and makes a saving throw against one
effect that a save can end.
- Combat Challenge
- Every time the eladrin fighter attacks an enemy, the eladrin fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the eladrin fighter’s next turn. If the marked creature makes an attack that doesn’t include
the eladrin fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the eladrin fighter and shifts or makes an attack that does not include the eladrin fighter, the eladrin fighter can make
a melee basic attack against that enemy as an immediate interrupt.
Skills Athletics +19, Endurance +18, Intimidate +15
Str 21 (+14); Dex 16 (+12); Wis 13 (+10);
Con 19 (+13); Int 13 (+10); Cha 12 (+10)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Eladrin Guardian Fighter [Level 19 Soldier]
Medium fey humanoid [XP 2400]
Initiative +14; Senses Perception +10; low-light
HP 174; Bloodied 87
Healing Surges (+43 hp) ○○
AC 35; Fortitude 33, Reflex 33, Will 28
Saving Throws +5 against charm effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+24 vs. AC; 1d8 + 12 damage, and the target is pushed 1 square if it is the eladrin fighter’s size, smaller than the eladrin
fighter, or one size category larger. The eladrin fighter can shift into the space that the target occupied.
- ○ [M] Warrior’s Challenge (standard) ✦ Weapon
- +24 vs. AC; 3d8 + 12 damage, and the target is pushed 2 squares. All of the eladrin fighter’s enemies within 2 squares of
the target are marked until the end of the eladrin fighter’s next turn.
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +24 vs. AC; 4d8 + 12 damage. Hit or Miss: Until the end of the encounter, the eladrin fighter can make a melee basic
attack against the target as a free action if the eladrin fighter is adjacent to it and it either shifts or attacks one of
the eladrin fighter’s allies.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin fighter can teleport up to 5 squares.
- ○ Interposing Shield (immediate interrupt)
- When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
- Combat Challenge
- Every time the eladrin fighter attacks an enemy, the eladrin fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the eladrin fighter’s next turn. If the marked creature makes an attack that doesn’t include
the eladrin fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the eladrin fighter and shifts or makes an attack that does not include the eladrin fighter, the eladrin fighter can make
a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +15, Intimidate +15, Streetwise +15
Str 21 (+14); Dex 21 (+14); Wis 13 (+10);
Con 14 (+11); Int 13 (+10); Cha 12 (+10)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Eladrin Avenging Paladin [Level 19 Soldier]
Medium fey humanoid [XP 2400]
Initiative +11; Senses Perception +11; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 34; Fortitude 32, Reflex 29, Will 32
Saving Throws +5 against charm effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +24 vs. AC; 1d10 + 12 radiant damage. If the eladrin paladin has marked the target, the eladrin paladin gains a +2 bonus to
the damage roll.
- ○ [M] Terrifying Smite (standard) ✦ Fear, Weapon
- +24 vs. AC; 3d10 + 12 damage, and the target is pushed 4 squares. The target can’t move nearer to the eladrin paladin on its
next turn.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +24 vs. AC; 4d10 + 12 damage. Miss: Half damage. Hit or Miss: The eladrin paladin and allies adjacent to the
eladrin paladin gains a +1 power bonus to attack rolls until the end of the encounter.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin paladin can teleport up to 5 squares.
- ● Divine Challenge (minor) ✦ Radiant
- The eladrin paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the eladrin
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 10 radiant damage. The eladrin paladin must engage the target by attacking it or ending the turn adjacent to it,
or the mark ends. The mark also ends if the eladrin paladin challenges another target. Divine Challenge can only be used once
per round.
- □□ Lay on Hands (minor) ✦ Healing
- The eladrin paladin spends a healing surge but regains no hit points. Instead, one creature touched by the eladrin paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- □ Angelic Intercession (immediate interrupt) ✦ Teleportation
- When an ally within 5 squares of the eladrin paladin is hit by an attack.
The eladrin paladin teleports adjacent to the ally and is hit by the attack instead.
Skills Endurance +13, Intimidate +18, Religion +15
Str 21 (+14); Dex 14 (+11); Wis 14 (+11);
Con 13 (+10); Int 13 (+10); Cha 19 (+13)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Eladrin Protecting Paladin [Level 19 Soldier]
Medium fey humanoid [XP 2400]
Initiative +11; Senses Perception +11; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 36; Fortitude 31, Reflex 31, Will 33
Saving Throws +5 against charm effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 12 damage, and the eladrin paladin gains 2 temporary hit points.
- ○ [M] Enervating Smite (standard) ✦ Weapon
- +24 vs. Will; 2d8 + 12 damage, and the target is weakened until the end of the eladrin paladin’s next turn.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +21 vs. Reflex; 3d10 + 12 fire damage, and the target grants combat advantage to
the eladrin paladin and the eladrin paladin’s allies until the end of the eladrin paladin’s next turn. Miss: Half damage,
and the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts until the
end of the eladrin paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 7 fire damage and
grant combat advantage to the eladrin paladin and the eladrin paladin’s allies. Sustain Minor: The zone persists.
- □ Death Ward (standard) ✦ Healing
- The eladrin paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the target
regains hit points as if it had spent two healing surges. Add +5 to the hit points regained.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin paladin can teleport up to 5 squares.
- ● Divine Challenge (minor) ✦ Radiant
- The eladrin paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the eladrin
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 11 radiant damage. The eladrin paladin must engage the target by attacking it or ending the turn adjacent to it,
or the mark ends. The mark also ends if the eladrin paladin challenges another target. Divine Challenge can only be used once
per round.
- □□ Lay on Hands (minor) ✦ Healing
- The eladrin paladin spends a healing surge but regains no hit points. Instead, one creature touched by the eladrin paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
Skills Endurance +11, Intimidate +19, Religion +15
Str 19 (+13); Dex 14 (+11); Wis 14 (+11);
Con 13 (+10); Int 13 (+10); Cha 21 (+14)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Eladrin Archer Ranger [Level 19 Skirmisher]
Medium fey humanoid [XP 2400]
Initiative +15; Senses Perception +16; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 35; Fortitude 31, Reflex 33, Will 29
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 11 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +23 vs. AC; 1d6 + 11 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +24 vs. AC; 1d10 + 13 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +23/+23 vs. AC; 1d8 + 7 damage (main)/1d6 + 7 damage
(off-hand).
Longbow: Ranged 20/40; +24 vs. AC (twice); 1d10 + 7 damage.
- ○ [R] Triple Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +24 vs. AC; 1d10 + 13 damage per attack.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +24 vs. AC; 2d10 + 13 damage per attack. If the first attack hits, the eladrin
ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.
Miss: Half damage per attack.
- □ Momentary Respite (standard)
- The eladrin ranger shifts 2 squares and makes a saving throw. The eladrin ranger is no longer marked by any enemy.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin ranger can teleport up to 5 squares.
- ● Hunter’s Quarry (minor)
- The eladrin ranger can designate the nearest visible enemy as the eladrin ranger’s quarry. Once per round when hitting this
quarry, the eladrin ranger can deal an extra 2d6 damage. This effect remains active until the end of the encounter or until
the eladrin ranger designates a different target as the quarry. The eladrin ranger can only designate one enemy as quarry
at a time.
- Archer Fighting Style
- The eladrin ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The eladrin ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +16, Perception +16, Stealth +19
Str 19 (+13); Dex 23 (+15); Wis 14 (+11);
Con 13 (+10); Int 13 (+10); Cha 12 (+10)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Eladrin Two-Blade Ranger [Level 19 Skirmisher]
Medium fey humanoid [XP 2400]
Initiative +14; Senses Perception +16; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 32, Reflex 32, Will 29
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 12 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 12 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +23 vs. AC; 1d10 + 12 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +24/+24 vs. AC; 1d8 + 7 damage (main)/1d8 + 7 damage
(off-hand).
Longbow: Ranged 20/40; +23 vs. AC (twice); 1d10 + 7 damage.
- ○ [C] Cheetah’s Rake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +24 vs. AC; 1d8 + 12 damage, and the target is immobilized and knocked prone until
the end of the eladrin ranger’s next turn.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Longsword (first attack; main): +26 vs. AC; 2d8 + 12 damage.
Longsword (second attack; off hand): +26 vs. AC; 2d8 + 12 damage.
Longsword (third attack; main):
+26 vs. AC; 1d8 + 12 damage.
A target hit once is dazed until the end of the eladrin ranger’s next turn. A target hit
twice is stunned until the end of the eladrin ranger’s next turn. A target hit three times is weakened and stunned until the
end of the eladrin ranger’s next turn. Miss: Half damage per attack, and the target is not dazed, stunned, or weakened.
Hit or Miss: After the first attack and after the second attack, the eladrin ranger can shift 1 square.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin ranger can teleport up to 5 squares.
- ● Hunter’s Quarry (minor)
- The eladrin ranger can designate the nearest visible enemy as the eladrin ranger’s quarry. Once per round when hitting this
quarry, the eladrin ranger can deal an extra 2d6 damage. This effect remains active until the end of the encounter or until
the eladrin ranger designates a different target as the quarry. The eladrin ranger can only designate one enemy as quarry
at a time.
- □ Evade the Blow (immediate interrupt)
- When an enemy hits the eladrin ranger with a melee attack.
Shift 1 square away from the enemy.
- Two-Blade Fighting Style
- The eladrin ranger can wield a one-handed weapon in the eladrin ranger’s off hand as if it were an off-hand weapon. In addition,
the eladrin ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The eladrin ranger gains an additional +10 hit points.
Skills Nature +16, Perception +16, Stealth +18
Str 21 (+14); Dex 21 (+14); Wis 14 (+11);
Con 13 (+10); Int 13 (+10); Cha 12 (+10)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Eladrin Brawny Rogue [Level 19 Skirmisher]
Medium fey humanoid [XP 2400]
Initiative +15; Senses Perception +10; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 34; Fortitude 30, Reflex 34, Will 29
Saving Throws +5 against charm effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +23 vs. AC; 1d6 + 11 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +25 vs. Reflex; 1d6 + 13 damage.
- ○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
- Short Sword: +25 vs. Fortitude; 3d6 + 13 damage.
Shuriken: Ranged 6/12; +25 vs. Fortitude; 3d6 + 13 damage.
Hit: If the target attacks the eladrin rogue before the start of the eladrin rogue’s next turn, the eladrin
rogue can attack it again as an immediate interrupt.
Short Sword: +25 vs. Fortitude; 2d6 + 13 damage.
Shuriken: Ranged 6/12; +25 vs. Fortitude; 2d6 + 13 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +25 vs. Fortitude; 4d6 + 13 damage, and the eladrin rogue slides the target 4 squares. If an obstacle (including a creature)
arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied
before it collided with the obstacle. Miss: The eladrin rogue slides the target 4 squares, and no damage from obstacles.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin rogue can teleport up to 5 squares.
- ○ Leaping Dodge (immediate interrupt)
- When an enemy targets the eladrin rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
- First Strike
- At the start of an encounter, the eladrin rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the eladrin rogue’s weapon damage die increases by one size. When wielding a dagger, the eladrin
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the eladrin rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the eladrin rogue deals an extra 3d6 damage.
Skills Acrobatics +20, Stealth +20, Thievery +20
Str 19 (+13); Dex 23 (+15); Wis 12 (+10);
Con 13 (+10); Int 13 (+10); Cha 14 (+11)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Eladrin Trickster Rogue [Level 19 Skirmisher]
Medium fey humanoid [XP 2400]
Initiative +15; Senses Perception +15; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 34; Fortitude 28, Reflex 34, Will 31
Saving Throws +5 against charm effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +21 vs. AC; 1d6 + 9 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 13 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +25 vs. AC; 1d6 + 13 damage.
Hand Crossbow: Ranged 10/20; +24 vs. AC; 1d6 + 13 damage.
The eladrin rogue can move 2 squares before the attack.
- ○ [M/R] Hounding Strike (standard) ✦ Weapon
- Short Sword: +25 vs. Will; 3d6 + 13 damage.
Hand Crossbow: Ranged 10/20; +24 vs. Will; 3d6 + 13 damage.
Hit: Until the end of the eladrin rogue’s next turn, the eladrin rogue gains combat advantage against the target
and a +1 power bonus to all defenses against its attacks.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +25 vs. Will; 5d6 + 13 damage.
Hand Crossbow: Ranged 10/20; +24 vs. Will; 5d6 + 13 damage.
Hit or Miss: Until the end of the eladrin rogue’s next turn, all of the target’s defenses against the eladrin
rogue’s attacks take a -4 penalty. Sustain Minor: Sustain the penalty for another round.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin rogue can teleport up to 5 squares.
- ○ Hide in Plain Sight (minor)
- The eladrin rogue must already be hidden to use this power. The eladrin rogue is invisible until the eladrin rogue leaves
the eladrin rogue’s current square. No other action that the eladrin rogue performs makes the eladrin rogue visible.
- First Strike
- At the start of an encounter, the eladrin rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the eladrin rogue’s weapon damage die increases by one size. When wielding a dagger, the eladrin
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the eladrin rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the eladrin rogue deals an extra 3d6 damage.
Skills Perception +15, Stealth +20, Thievery +20
Str 14 (+11); Dex 23 (+15); Wis 12 (+10);
Con 13 (+10); Int 13 (+10); Cha 19 (+13)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Eladrin Fey-Pact Warlock [Level 19 Skirmisher]
Medium fey humanoid [XP 2400]
Initiative +11; Senses Perception +10; low-light
HP 174; Bloodied 87
Healing Surges (+43 hp) ○○
AC 33; Fortitude 28, Reflex 32, Will 33
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +21 vs. Reflex; 1d10 + 12 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +21 vs. Will; 1d6 + 12 psychic damage, and the eladrin warlock is invisible to the target until the start of the
eladrin warlock’s next turn.
- ○ [R] Thirsting Tendrils (standard) ✦ Healing
- Ranged 10; +21 vs. Fortitude; 3d6 + 12 damage, and the eladrin warlock can spend a healing surge, regaining an additional
+5 hit points.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +21 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature
to attack the eladrin warlock since the eladrin warlock’s last turn. If no one attacked the eladrin warlock since the eladrin
warlock’s last turn or if the target is unable to attack, the target loses its standard action. Sustain Minor: When
the eladrin warlock sustains this power, the eladrin warlock can repeat the attack against the target. If the eladrin warlock
misses, the eladrin warlock can no longer sustain the power.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warlock can teleport up to 5 squares.
- ○ Infuriating Elusiveness (move) ✦ Illusion, Teleportation
- The eladrin warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the eladrin warlock’s
next turn.
- ● Warlock’s Curse (minor)
- The eladrin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
eladrin warlock can deal an extra 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The eladrin warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The eladrin warlock can immediately teleport 3 squares.
Skills Arcana +21, Bluff +19, Insight +15
Str 11 (+9); Dex 14 (+11); Wis 13 (+10);
Con 14 (+11); Int 21 (+14); Cha 21 (+14)
Equipment leather armor, longsword
-1 Level / +1 Level
Eladrin Infernal-Pact Warlock [Level 19 Skirmisher]
Medium fey humanoid [XP 2400]
Initiative +11; Senses Perception +10; low-light
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 33; Fortitude 31, Reflex 32, Will 30
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +21 vs. Reflex; 1d10 + 12 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +21 vs. Reflex; 1d6 + 12 fire damage. If the eladrin warlock takes damage before the end of the eladrin warlock’s
next turn, the target takes an extra 1d6 + 12 fire damage.
- ○ [R] Warlock’s Bargain (standard)
- Ranged 5; +21 vs. Fortitude; the eladrin warlock takes 14 damage, and the target takes 3d10 + 21 damage.
- □ Minions of Malbolge (standard) ✦ Conjuration, Fire
- The eladrin warlock conjures flames in the shape of diabolic imps that appear at the eladrin warlock’s feet. The eladrin warlock
gains 25 temporary hit points. Any enemy that enters a square adjacent to the eladrin warlock takes 2d10 fire damage and is
pushed 3 squares. This effect applies once per creature per round. It ends when the eladrin warlock has no temporary hit points
remaining.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warlock can teleport up to 5 squares.
- ○ Cloak of Shadow (move)
- The eladrin warlock can fly a number of squares equal to the eladrin warlock’s speed + 2. If the eladrin warlock doesn’t land
at the end of this move, the eladrin warlock falls. Until the end of the eladrin warlock’s next turn, the eladrin warlock
is insubstantial, and the eladrin warlock cannot affect, attack, or use powers on creatures or objects.
- ● Warlock’s Curse (minor)
- The eladrin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
eladrin warlock can deal an extra 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The eladrin warlock can only curse one target per turn.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The eladrin warlock gains 19 temporary hit points.
Skills Arcana +21, History +21, Intimidate +16
Str 11 (+9); Dex 15 (+11); Wis 12 (+10);
Con 21 (+14); Int 21 (+14); Cha 14 (+11)
Equipment leather armor, longsword
-1 Level / +1 Level
Eladrin Star-Pact Warlock [Level 19 Skirmisher]
Medium fey humanoid [XP 2400]
Initiative +11; Senses Perception +10; low-light
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 31; Fortitude 31, Reflex 30, Will 32
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +21 vs. Reflex; 1d10 + 12 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +21 vs. Fortitude; 1d6 + 12 radiant damage. If the target moves nearer to the eladrin warlock on its next turn,
it takes an extra 1d6 + 12 damage.
- ○ [R] Strand of Fate (standard)
- Ranged 10; +20 vs. Reflex; 1d8 + 11 damage, and the target gains vulnerability 13 to all attacks until the end of the eladrin
warlock’s next turn.
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +20 vs. Reflex; 4d10 + 11 necrotic damage, and the target disappears into a starry realm (save ends). While in
the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 7 necrotic damage at the start of its
turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied
space of its choice.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warlock can teleport up to 5 squares.
- ● Warlock’s Curse (minor)
- The eladrin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
eladrin warlock can deal an extra 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The eladrin warlock can only curse one target per turn.
- □ Eye of the Warlock (minor)
- Ranged 10; the eladrin warlock sees through the target’s eyes. The target is not aware that the eladrin warlock is doing so.
The eladrin warlock has line of sight and line of effect from the target for the eladrin warlock’s attacks. The eladrin warlock’s
warlock powers can originate in the target’s square. Each time the eladrin warlock uses a power through this link, a mystical
third eye briefly appears upon the target’s brow (save ends).
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The eladrin warlock gains a +1 bonus to a single d20 roll the eladrin warlock makes during the eladrin warlock’s next turn.
This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Skills Arcana +19, Insight +15, Religion +17
Str 11 (+9); Dex 15 (+11); Wis 12 (+10);
Con 21 (+14); Int 16 (+12); Cha 19 (+13)
Equipment leather armor, longsword
-1 Level / +1 Level
Eladrin Inspiring Warlord [Level 19 Soldier (Leader)]
Medium fey humanoid [XP 2400]
Initiative +13; Senses Perception +9; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 32; Fortitude 32, Reflex 29, Will 32
Saving Throws +5 against charm effects
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +23 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +23 vs. Fortitude; 5 damage, and choose one ally adjacent to either the eladrin warlord or the target. On his or her next
attack against the target, this ally gains a +4 bonus to the attack roll and the damage roll. If the ally does not attack
the target by the end of his or her next turn, the bonus is lost.
- ○ [M] Battle On (standard) ✦ Weapon
- +23 vs. AC; 3d10 + 12 damage, and every ally within 5 squares of the eladrin warlord makes a saving throw with a +4 bonus.
- □ [M] Victory Surge (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 12 damage. Until the start of the eladrin warlord’s next turn, every ally within 10 squares of the eladrin
warlord can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the eladrin
warlord’s next turn, one ally of the eladrin warlord’s choice within 10 squares of the eladrin warlord can follow up a standard
action with a basic attack made as a free action. Sustain Minor: Until the start of the eladrin warlord’s next turn,
one ally of the eladrin warlord’s choice within 10 squares of the eladrin warlord can follow up a standard action with a basic
attack made as a free action.
- ○ Warlord’s Banner (standard) ✦ Healing
- Each ally within 5 squares can spend a healing surge. Until the end of the eladrin warlord’s next turn, each target gains
a +2 power bonus to attack rolls.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warlord can teleport up to 5 squares.
- ○○○ Inspiring Word (minor) ✦ Healing
- The eladrin warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This
power can only be used once per round.
- Inspiring Presence
- When an ally who can see the eladrin warlord spends an action point to take an extra action, that ally also regains 13 lost
hit points.
- Combat Leader
- The eladrin warlord and each ally within 10 squares who can see and hear the eladrin warlord gains a +2 power bonus to initiative.
Skills Heal +14, History +19, Intimidate +18
Str 21 (+14); Dex 14 (+11); Wis 11 (+9);
Con 13 (+10); Int 16 (+12); Cha 19 (+13)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Eladrin Tactical Warlord [Level 19 Soldier (Leader)]
Medium fey humanoid [XP 2400]
Initiative +13; Senses Perception +9; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 35; Fortitude 32, Reflex 32, Will 30
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 12 damage. Before the eladrin warlord attacks, one ally adjacent to either the eladrin warlord or the target
may shift 1 square as a free action.
- ○ [M] Thunderous Fury (standard) ✦ Weapon
- +24 vs. AC; 3d8 + 12 damage, and the target is dazed until the end of the eladrin warlord’s next turn. Until the end of the
eladrin warlord’s next turn, the eladrin warlord’s allies gain a +5 power bonus to attack rolls against the target.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +24 vs. AC; 4d8 + 12 damage. Hit or Miss: If the target attacks before the end of the eladrin warlord’s next turn,
the eladrin warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target. If
the eladrin warlord deals damage, the target takes a -5 penalty to its attack roll. Sustain Minor: The effect continues
until the end of the eladrin warlord’s next turn.
- □ White Raven Formation (standard)
- Each ally within 5 squares can take a move action.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warlord can teleport up to 5 squares.
- ○○○ Inspiring Word (minor) ✦ Healing
- The eladrin warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This
power can only be used once per round.
- Tactical Presence
- When an ally the eladrin warlord can see spends an action point to make an extra attack, the ally gains a +5 bonus to the
attack roll.
- Combat Leader
- The eladrin warlord and each ally within 10 squares who can see and hear the eladrin warlord gains a +2 power bonus to initiative.
Skills Heal +14, History +21, Intimidate +16
Str 21 (+14); Dex 14 (+11); Wis 11 (+9);
Con 13 (+10); Int 21 (+14); Cha 14 (+11)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Eladrin Control Wizard [Level 19 Artillery]
Medium fey humanoid [XP 2400]
Initiative +12; Senses Perception +13; low-light
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 32; Fortitude 27, Reflex 32, Will 33
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +22 vs. Fortitude; 1d6 + 13 cold damage, and the target is slowed until the end of the eladrin wizard’s next turn.
- ○ [A] Crushing Titan’s Fist (standard) ✦ Force
- Area burst 2 within 20; +22 vs. Reflex; 3d8 + 13 force damage, and the target is immobilized until the end of the eladrin
wizard’s next turn. Hit or Miss: Entering a square within the power’s area costs 4 extra squares of movement. This
effect ends at the end of the eladrin wizard’s next turn, and the eladrin wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +22 vs. Reflex; 2d10 + 13 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of difficult terrain that lasts until the end of the eladrin wizard’s next turn. Sustain Minor:
When the eladrin wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized,
and deal 1d10 + 7 necrotic damage to creatures that are immobilized.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin wizard can teleport up to 5 squares.
- ○ Orb of Imposition (free)
- The eladrin wizard can choose one creature suffering from one of the eladrin wizard’s wizard spells whose effect ends on a
saving throw. That creature takes a -4 penalty to its saving throws against that effect. Alternatively, the eladrin wizard
can extend the duration a wizard at-will spell whose effect is ending at the end of the eladrin wizard’s current turn, so
that it lasts instead until the end of the eladrin wizard’s next turn.
- ○ Displacement (immediate interrupt) ✦ Illusion
- When a ranged or a melee attack hits the eladrin wizard or one ally within 5 squares.
The attacker must reroll the attack roll.
Skills Arcana +22, Insight +18, Nature +18
Str 11 (+9); Dex 16 (+12); Wis 19 (+13);
Con 13 (+10); Int 23 (+15); Cha 12 (+10)
Equipment cloth armor, longsword, orb
-1 Level / +1 Level
Eladrin War Wizard [Level 19 Artillery]
Medium fey humanoid [XP 2400]
Initiative +14; Senses Perception +11; low-light
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 32; Fortitude 27, Reflex 32, Will 31
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +22 vs. Reflex; 1d6 + 13 fire damage.
- ○ [R] Force Volley (standard) ✦ Force
- Ranged 20; targets one, two, or three creatures, one attack per target; +22 vs. Reflex; 3d6 + 13 force damage, and the target
is dazed until the end of the eladrin wizard’s next turn. If the eladrin wizard targets only one creature with this power,
the eladrin wizard gains a +4 power bonus to the attack roll.
- □ [C] Acid Wave (standard) ✦ Acid
- Close blast 5; +22 vs. Reflex; 5d6 + 13 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (save ends).
- □ Stoneskin (standard)
- The eladrin wizard or one ally touched by the eladrin wizard gains resist 10 to all damage until the end of the encounter
or for 5 minutes.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin wizard can teleport up to 5 squares.
- ○ Wand of Accuracy (free)
- The eladrin wizard gains a +5 bonus to a single attack roll.
Skills Arcana +22, Dungeoneering +16, History +22
Str 11 (+9); Dex 21 (+14); Wis 14 (+11);
Con 13 (+10); Int 23 (+15); Cha 12 (+10)
Equipment cloth armor, longsword, wand
-1 Level / +1 Level
Eladrin Isolating Avenger [Level 19 Skirmisher]
Medium fey humanoid [XP 2400]
Initiative +11; Senses Perception +14; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 34; Fortitude 29, Reflex 32, Will 33
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 9 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 12 damage, and the eladrin avenger shifts 1 square, sliding the target 1 square into the space the eladrin
avenger occupied.
- ○ [M] Warding Blade (standard) ✦ Thunder, Weapon
- +24 vs. AC; 2d10 + 12 thunder damage, and the eladrin avenger pushes any enemy within 2 squares of the eladrin avenger, other
than the target, 2 squares. Until the end of the eladrin avenger’s next turn, if any enemy other than the target enters a
square adjacent to the eladrin avenger or hits or misses the eladrin avenger from a square within the eladrin avenger’s reach,
the eladrin avenger can make a melee basic attack against that enemy as an opportunity action. The eladrin avenger gains a
+5 power bonus to the attack roll of the melee basic attack.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +21 vs. Will; 4d8 + 12 psychic damage, and the target is pulled 3 squares. At
the start of each of the eladrin avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage, and
the target is pulled 2 squares. At the start of the eladrin avenger’s next turn, the target is pulled 3 squares.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin avenger can teleport up to 5 squares.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the eladrin avenger can see in within 10 squares. When the eladrin avenger makes a melee attack against the
target and the target is the only enemy adjacent to the eladrin avenger, the eladrin avenger makes two attack rolls and use
either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point
the eladrin avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the eladrin avenger makes an attack roll against the eladrin avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- ○ Bulwark of Defiance (no action)
- When the eladrin avenger fails a saving throw other than a death saving throw.
Until the end of the eladrin avenger’s next turn, the effect the eladrin avenger failed the saving throw against doesn’t affect
the eladrin avenger, but the eladrin avenger makes saving throws against it as normal.
- Censure of Retribution
- When any enemy other than the eladrin avenger’s oath of enmity target hits the eladrin avenger, the eladrin avenger gains
a +5 bonus to damage rolls against the eladrin avenger’s oath of enmity target until the end of the eladrin avenger’s next
turn. This bonus is cumulative.
- Armor of Faith
- The favor of the eladrin avenger’s deity wards the eladrin avenger from harm. While the eladrin avenger is neither wearing
heavy armor nor using a shield, the eladrin avenger gains a +3 bonus to AC.
Skills Athletics +16, Intimidate +14, Religion +19
Str 14 (+11); Dex 14 (+11); Wis 21 (+14);
Con 13 (+10); Int 21 (+14); Cha 11 (+9)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Eladrin Pursuing Avenger [Level 19 Skirmisher]
Medium fey humanoid [XP 2400]
Initiative +14; Senses Perception +14; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 34; Fortitude 29, Reflex 32, Will 33
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 9 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +23 vs. AC; 1d8 + 12 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 12 damage, and if the target doesn’t end its next turn adjacent to the eladrin avenger, the eladrin avenger
can shift 6 squares as a free action. The eladrin avenger must end that shift closer to the target.
- ○ [M] Ready the Final Blow (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 12 damage, and the target is immobilized until the end of the eladrin avenger’s next turn. The eladrin
avenger gains a +7 bonus to the eladrin avenger’s next attack roll against the target before the end of the eladrin avenger’s
next turn.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +24 vs. AC; 5d10 + 12 damage. Miss: Half damage. The eladrin avenger gains a +5 power bonus to the eladrin avenger’s
next damage roll against the target before the end of the encounter, unless the eladrin avenger attacks another creature first.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin avenger can teleport up to 5 squares.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the eladrin avenger can see in within 10 squares. When the eladrin avenger makes a melee attack against the
target and the target is the only enemy adjacent to the eladrin avenger, the eladrin avenger makes two attack rolls and use
either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point
the eladrin avenger regains the use of this power.
- ○ Astral Cloak (minor) ✦ Illusion
- The eladrin avenger becomes invisible until the end of the eladrin avenger’s turn.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the eladrin avenger makes an attack roll against the eladrin avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- Censure of Pursuit
- If the eladrin avenger’s oath of enmity target moves away from the eladrin avenger willingly, the eladrin avenger gains a
+9 bonus to damage rolls against the target until the end of the eladrin avenger’s next turn.
- Armor of Faith
- The favor of the eladrin avenger’s deity wards the eladrin avenger from harm. While the eladrin avenger is neither wearing
heavy armor nor using a shield, the eladrin avenger gains a +3 bonus to AC.
Skills Acrobatics +19, Religion +16, Stealth +19
Str 14 (+11); Dex 21 (+14); Wis 21 (+14);
Con 13 (+10); Int 14 (+11); Cha 11 (+9)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Eladrin Rageblood Barbarian [Level 19 Brute]
Medium fey humanoid [XP 2400]
Initiative +11; Senses Perception +15; low-light
HP 219; Bloodied 109
Healing Surges (+54 hp) ○○
AC 33; Fortitude 33, Reflex 30, Will 29
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +23 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+23 vs. AC; 1d12 + 2d8 + 12 damage (crit 40 + 2d12). Hit or Miss: Until the start of the eladrin barbarian’s next turn,
any attacker gains a +2 bonus to attack rolls against the eladrin barbarian. If the eladrin barbarian is raging, attackers
do not gain this bonus.
- ○ [M] Vigorous Strike (standard) ✦ Weapon
- +23 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and the eladrin barbarian gains 13 temporary hit points.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +23 vs. AC; 4d12 + 12 damage (crit 60 + 2d12), and the target is dazed (save ends). Miss: Half damage. Hit or Miss:
The eladrin barbarian enters the rage of the hydra. Until the rage ends, once per round when the eladrin barbarian makes an
attack that misses, the eladrin barbarian can make a melee basic attack as a free action.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin barbarian can teleport up to 5 squares.
- □ Primal Resistance (minor) ✦ Stance
- Until the stance ends, the eladrin barbarian gains resist 10 against a damage type of the eladrin barbarian’s choice: acid,
cold, fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the eladrin barbarian uses another stance power.
- ○ Swift Charge (free)
- When the eladrin barbarian’s attack reduces an enemy to 0 hit points.
The eladrin barbarian charges an enemy.
- Rageblood Vigor
- Whenever the eladrin barbarian’s attack reduces an enemy to 0 hit points, the eladrin barbarian gains 9 temporary hit points.
- Barbarian Agility
- While the eladrin barbarian is not wearing heavy armor, the eladrin barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +18, Endurance +17, Perception +15
Str 21 (+14); Dex 15 (+11); Wis 12 (+10);
Con 19 (+13); Int 13 (+10); Cha 14 (+11)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Eladrin Thaneborn Barbarian [Level 19 Brute]
Medium fey humanoid [XP 2400]
Initiative +11; Senses Perception +15; low-light
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○
AC 33; Fortitude 33, Reflex 30, Will 31
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +23 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+23 vs. AC; 1d12 + 2d6 + 12 damage (crit 36 + 2d12). When charging, the eladrin barbarian can use this power in place of a
melee basic attack. If the eladrin barbarian is raging, the eladrin barbarian can move 2 extra squares as part of the charge.
- ○ [M] Devastating Blow (standard) ✦ Weapon
- +23 vs. AC; 4d12 + 12 damage (crit 60 + 2d12), and the target takes a –4 penalty to AC until the end of the eladrin barbarian’s
next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +23 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and ongoing 10 poison damage (save ends). Miss: Half damage. Hit
or Miss: The eladrin barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn
next to the eladrin barbarian grants combat advantage to the eladrin barbarian and the eladrin barbarian’s allies until the
end of its next turn.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin barbarian can teleport up to 5 squares.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the eladrin barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the eladrin barbarian’s next turn.
- □ Spur the Cycle (free)
- When the eladrin barbarian reducees an enemy to 0 hit points during the eladrin barbarian’s turn.
The eladrin barbarian takes a standard action.
- Thaneborn Triumph
- Whenever the eladrin barbarian bloodies an enemy, the next attack by the eladrin barbarian or an ally against that enemy gains
a +4 bonus to the attack roll.
- Barbarian Agility
- While the eladrin barbarian is not wearing heavy armor, the eladrin barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +18, Intimidate +18, Perception +15
Str 21 (+14); Dex 15 (+11); Wis 12 (+10);
Con 14 (+11); Int 13 (+10); Cha 19 (+13)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Eladrin Cunning Bard [Level 19 Controller (Leader)]
Medium fey humanoid [XP 2400]
Initiative +11; Senses Perception +14; low-light
HP 174; Bloodied 87
Healing Surges (+43 hp) ○○
AC 35; Fortitude 28, Reflex 33, Will 33
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 8 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +21 vs. Will; 1d6 + 12 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the eladrin
bard’s next turn.
- ○ [R] Shout of Evasion (standard) ✦ Thunder
- Ranged 10; +21 vs. Reflex; 2d8 + 12 thunder damage, and the eladrin bard and each ally within 10 squares of the eladrin bard
can shift 6 squares as a free action.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +21 vs. Reflex; 3d8 + 12 radiant damage. Miss: Half damage. Hit or Miss:
The eladrin bard and each ally within 10 squares of the eladrin bard can shift 5 squares as a free action.
- □ Blink Zone (standard) ✦ Teleportation, Zone
- Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the eladrin bard’s next
turn. While within the zone, the eladrin bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares
as a move action. Sustain Minor: The zone persists.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin bard can teleport up to 5 squares.
- ○○○ Majestic Word (minor) ✦ Healing
- The eladrin bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 5 hit points. This
power can only be used once per round. The eladrin bard can also slide the target 1 square.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 10 squares of the eladrin bard, the eladrin bard can slide that
ally 1 square as a free action.
- Skill Versatility
- The eladrin bard gains a +1 bonus to untrained skill checks.
Skills Arcana +21, Bluff +19, Perception +14
Str 13 (+10); Dex 14 (+11); Wis 11 (+9);
Con 14 (+11); Int 21 (+14); Cha 21 (+14)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Eladrin Valorous Bard [Level 19 Controller (Leader)]
Medium fey humanoid [XP 2400]
Initiative +11; Senses Perception +14; low-light
HP 179; Bloodied 89
Healing Surges (+44 hp) ○○
AC 33; Fortitude 30, Reflex 31, Will 33
Saving Throws +5 against charm effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 8 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 12 damage, and the target takes a –2 penalty to the defense of the eladrin bard’s choice until the end of
the eladrin bard’s next turn.
- ○ [M] Song of Summons (standard) ✦ Teleportation, Weapon
- +24 vs. AC; 2d8 + 12 damage, and the eladrin bard teleports an ally within 10 squares of the eladrin bard to a space adjacent
to the eladrin bard and gains a +4 power bonus to attack rolls against the target.
- □ Increasing the Tempo (standard)
- One ally within 10 squares target makes four basic attacks as a free action.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin bard can teleport up to 5 squares.
- ○○○ Majestic Word (minor) ✦ Healing
- The eladrin bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 5 hit points. This
power can only be used once per round. The eladrin bard can also slide the target 1 square.
- □ Chorus of Recovery (minor)
- Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the eladrin bard’s next turn. When the
eladrin bard moves, the zone moves with the eladrin bard, remaining centered on the eladrin bard. Any ally who starts his
or her turn within the zone can make a saving throw. Sustain Minor: The zone persists.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the eladrin bard reduces an enemy to 0 hit points or bloodies an enemy,
the eladrin bard can grant 7 temporary hit points to that ally as a free action.
- Skill Versatility
- The eladrin bard gains a +1 bonus to untrained skill checks.
Skills Arcana +19, Athletics +14, Perception +14
Str 13 (+10); Dex 14 (+11); Wis 11 (+9);
Con 19 (+13); Int 16 (+12); Cha 21 (+14)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Eladrin Guardian Druid [Level 19 Controller]
Medium fey humanoid [XP 2400]
Initiative +12; Senses Perception +14; low-light
HP 179; Bloodied 89
Healing Surges (+44 hp) ○○
AC 33; Fortitude 30, Reflex 30, Will 33
Saving Throws +5 against charm effects
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +19 vs. AC; 2d4 + 8 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +21 vs. Reflex; 1d8 + 12 damage, and the target is slowed until the end of the eladrin druid’s next turn. This power can be
used as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +21 vs. Fortitude; 1d6 + 7 cold damage, and the target slides 1 square.
- ○ [A] Windstorm (standard)
- Area burst 1 within 10; +21 vs. Fortitude; 3d6 + 12 damage, and the target slides 5 squares.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +21 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 12 damage. Miss: 1d6 + 12 damage, and the target is immobilized until the end of the eladrin druid’s next turn.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin druid can teleport up to 5 squares.
- ● Wild Shape (minor) ✦ Polymorph
- The eladrin druid changes from the eladrin druid’s humanoid form to beast form or vice versa. When the eladrin druid changes
from beast form back to the eladrin druid’s humanoid form, the eladrin druid shifts 1 square. While the eladrin druid is in
beast form, the eladrin druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the eladrin
druid can sustain such powers. The eladrin druid can use this power once per round.
- □ Howl of the Wild (minor) ✦ Beast Form, Healing
- The eladrin druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
- Primal Guardian
- While the eladrin druid is not wearing heavy armor, the eladrin druid can use the eladrin druid’s Constitution modifier in
place of the eladrin druid’s Dexterity or Intelligence modifier to determine the eladrin druid’s AC.
Skills Heal +19, Insight +19, Nature +19
Str 13 (+10); Dex 16 (+12); Wis 21 (+14);
Con 19 (+13); Int 14 (+11); Cha 11 (+9)
Equipment hide armor, scythe
-1 Level / +1 Level
Eladrin Predator Druid [Level 19 Controller]
Medium fey humanoid [XP 2400]
Initiative +14; Senses Perception +19; low-light
HP 174; Bloodied 87
Healing Surges (+43 hp) ○○
AC 34; Fortitude 28, Reflex 32, Will 33
Saving Throws +5 against charm effects
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +19 vs. AC; 2d4 + 8 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +21 vs. Reflex; 1d8 + 12 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +21 vs. Reflex; 1d6 + 7 fire damage, and the squares adjacent to the target become a fiery zone that lasts until
the end of the eladrin druid’s next turn. Any enemy that enters the zone or starts its turn there takes 5 fire damage.
- ○ [M] Scavenger’s Prize (standard) ✦ Beast Form
- +21 vs. Fortitude; 3d10 + 12 damage, the eladrin druid grabs the target and shifts 5 squares, pulling the target with the
eladrin druid.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +21 vs. Fortitude; 3d10 + 12 damage, and the eladrin druid grabs the target. Until the grab ends, the target takes 10 damage
at the start of the eladrin druid’s turn. Miss: Half damage, and the eladrin druid grabs the target. Hit or Miss:
Until the end of the encounter, while the eladrin druid is in beast form, the eladrin druid gains a +2 bonus to AC and Fortitude.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin druid can teleport up to 5 squares.
- ● Wild Shape (minor) ✦ Polymorph
- The eladrin druid changes from the eladrin druid’s humanoid form to beast form or vice versa. When the eladrin druid changes
from beast form back to the eladrin druid’s humanoid form, the eladrin druid shifts 1 square. While the eladrin druid is in
beast form, the eladrin druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the eladrin
druid can sustain such powers. The eladrin druid can use this power once per round.
- □ Insect Plague (free)
- Until the end of the encounter, the eladrin druid can use wild shape to assume the form of a cloud of insects. In this form,
the eladrin druid gains a fly speed equal to the eladrin druid’s speed, and the eladrin druid can hover. The eladrin druid
also becomes insubstantial. When the eladrin druid squeezes, the eladrin druid can move at full speed instead of half speed
and can fit through any opening large enough to accommodate even a single insect. The eladrin druid can’t attack, pick up
anything, or manipulate objects. Until this power ends, the eladrin druid can use wild shape to change among this form, another
beast form, and the eladrin druid’s humanoid form.
- Primal Predator
- While the eladrin druid is not wearing heavy armor, the eladrin druid gains a +1 bonus to the eladrin druid’s speed.
Skills Athletics +14, Nature +19, Perception +19
Str 13 (+10); Dex 21 (+14); Wis 21 (+14);
Con 14 (+11); Int 14 (+11); Cha 11 (+9)
Equipment hide armor, scythe
-1 Level / +1 Level
Eladrin Preserving Invoker [Level 19 Artillery]
Medium fey humanoid [XP 2400]
Initiative +11; Senses Perception +14; low-light
HP 134; Bloodied 67
Healing Surges (+33 hp) ○○
AC 34; Fortitude 29, Reflex 32, Will 33
Saving Throws +5 against charm effects
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +18 vs. AC; 1d10 + 7 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +21 vs. Reflex; 1d8 + 12 radiant damage, and the eladrin invoker slides the target 1 square. The eladrin invoker
can use this power as a ranged basic attack.
- ○ [A] Glyph of Three Blades (standard)
- Area burst 1 within 10; +21 vs. Reflex; 2d8 + 12 damage. If the target moves more than 1 square before the end of the eladrin
invoker’s next turn, the target takes 10 damage.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +21 vs. Will; 5d6 + 12 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10
damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin invoker can teleport up to 5 squares.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the eladrin invoker hits the eladrin invoker’s ally.
The eladrin invoker gains a +5 bonus to the eladrin invoker’s next attack roll against the triggering enemy if that attack
occurs before the end of the eladrin invoker’s next turn.
- ○ Shield of Justice (immediate interrupt)
- When an enemy within 10 squares of the eladrin invoker makes an attack roll against the eladrin invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the eladrin invoker’s next turn, any
attacker gains a +2 power bonus to attack rolls against the triggering enemy.
- Covenant of Preservation
- When the eladrin invoker uses a divine encounter or daily attack power on the eladrin invoker’s turn, the eladrin invoker
can slide an ally within 10 squares of the eladrin invoker 1 square.
Skills Arcana +21, History +21, Religion +19
Str 11 (+9); Dex 15 (+11); Wis 21 (+14);
Con 14 (+11); Int 21 (+14); Cha 12 (+10)
Equipment hide armor, morningstar
-1 Level / +1 Level
Eladrin Wrathful Invoker [Level 19 Artillery]
Medium fey humanoid [XP 2400]
Initiative +11; Senses Perception +14; low-light
HP 139; Bloodied 69
Healing Surges (+34 hp) ○○
AC 32; Fortitude 31, Reflex 30, Will 33
Saving Throws +5 against charm effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +18 vs. AC; 1d10 + 7 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +21 vs. Fortitude; 1d10 + 12 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +4 radiant damage. The eladrin invoker can use this power as a ranged basic attack.
- ○ [R] Blood Debt (standard) ✦ Radiant
- Ranged 10; +21 vs. Will; 3d10 + 12 radiant damage, and until the end of the eladrin invoker’s next turn, each creature that
the target attacks gains a +5 bonus to its next attack roll against the target.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +21 vs. Fortitude; 7d6 + 12 damage, and the eladrin invoker slides the target 5 squares and knock
it prone. Miss: Half damage, and the eladrin invoker slides the target 3 squares and knock it prone.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin invoker can teleport up to 5 squares.
- □ Walk Between Worlds (minor)
- The eladrin invoker or one ally within 10 squares gains phasing until the end of the eladrin invoker’s next turn. Sustain
Minor: The effect persists.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the eladrin invoker hits the eladrin invoker.
The triggering enemy takes 1d6+4 radiant damage and is pushed 2 squares.
- Covenant of Wrath
- When the eladrin invoker uses a divine encounter or daily attack power on the eladrin invoker’s turn, the eladrin invoker
gains a bonus to the damage roll equal to 1 for each enemy the eladrin invoker attacks with the power.
Skills Endurance +17, Insight +19, Religion +17
Str 11 (+9); Dex 15 (+11); Wis 21 (+14);
Con 19 (+13); Int 16 (+12); Cha 12 (+10)
Equipment chainmail, morningstar
-1 Level / +1 Level
Eladrin Bear Shaman [Level 19 Controller (Leader)]
Medium fey humanoid [XP 2400]
Initiative +11; Senses Perception +19; low-light
HP 179; Bloodied 89
Healing Surges (+44 hp) ○○
AC 31; Fortitude 31, Reflex 29, Will 33
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +19 vs. AC; 1d10 + 8 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +21 vs. Will; 1d8 + 12 damage, and each ally adjacent to the eladrin shaman’s spirit companion gains 4 temporary
hit points.
- ○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
- Ranged 10; +21 vs. Will; 3d6 + 12 damage, and each ally adjacent to the eladrin shaman’s spirit companion can spend a healing
surge and regains an additional 8 hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +21 vs. Fortitude; 2d10 + 12 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage,
and the target is pushed 1 square. Hit or Miss: The eladrin shaman conjures a bear spirit in an unoccupied square adjacent
to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move through
its space, but allies can. As a move action, the eladrin shaman can move the spirit 5 squares.
The spirit can flank
enemies with the eladrin shaman and the eladrin shaman’s allies, and it can make opportunity attacks against the eladrin shaman’s
enemies: +21 vs. Reflex; 2d10 + 12 damage.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin shaman can teleport up to 5 squares.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The eladrin shaman conjures the eladrin shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the eladrin shaman falls unconscious or until the eladrin shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the eladrin shaman takes a move action, the eladrin
shaman can also move the spirit a number of squares equal to the eladrin shaman’s speed.
The spirit can be targeted
by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 19 damage to the spirit,
the spirit disappears, and the eladrin shaman takes 14 damage. Otherwise, the spirit is unaffected by the attack.
- ○○○ Healing Spirit (minor) ✦ Healing
- The eladrin shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
eladrin shaman’s spirit companion, other than the target, regains 4d6 hit points. This power can only be used once per round.
- ○ Fate Weaver’s Shield (minor)
- One ally within 5 squares gains a +5 bonus to all defenses until the end of the eladrin shaman’s next turn or until it attacks.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the eladrin shaman’s spirit companion without shifting.
Targets triggering enemy; +21 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the eladrin shaman’s
spirit companion regains 5 hit points.
- Protector Spirit
- Any ally adjacent to the eladrin shaman’s spirit companion regains 4 additional hit points when he or she uses second wind
or when the eladrin shaman uses a healing power on him or her.
Skills Endurance +18, Nature +19, Perception +19
Str 12 (+10); Dex 15 (+11); Wis 21 (+14);
Con 19 (+13); Int 16 (+12); Cha 11 (+9)
Equipment leather armor, longspear
-1 Level / +1 Level
Eladrin Panther Shaman [Level 19 Controller (Leader)]
Medium fey humanoid [XP 2400]
Initiative +11; Senses Perception +19; low-light
HP 174; Bloodied 87
Healing Surges (+43 hp) ○○
AC 33; Fortitude 29, Reflex 31, Will 33
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +19 vs. AC; 1d10 + 8 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +21 vs. Fortitude; 1d10 + 12 damage, and until the end of the eladrin shaman’s next turn, the eladrin shaman’s
spirit companion can flank with the eladrin shaman and the eladrin shaman’s allies. If the target is bloodied, the eladrin
shaman gains a +2 bonus to the attack roll.
- ○ [R] Shackles of the Mountain (standard)
- Ranged 10; targets one or two creatures; +21 vs. Reflex; 2d10 + 12 damage. Until the end of the eladrin shaman’s next turn,
any enemy uses the lower of its AC, Fortitude, and Reflex as its AC while adjacent to the eladrin shaman’s spirit companion.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +21 vs. Reflex; 4d8 + 12 damage. Miss: Half damage. Hit or Miss: Until the end of the eladrin shaman’s
next turn, the eladrin shaman and the eladrin shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus to damage rolls
against the target. As a free action before the eladrin shaman’s next turn, each ally within 20 squares of the target can
make a saving throw and shift 3 squares as the first action of his or her turn.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin shaman can teleport up to 5 squares.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The eladrin shaman conjures the eladrin shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the eladrin shaman falls unconscious or until the eladrin shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the eladrin shaman takes a move action, the eladrin
shaman can also move the spirit a number of squares equal to the eladrin shaman’s speed.
The spirit can be targeted
by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 19 damage to the spirit,
the spirit disappears, and the eladrin shaman takes 14 damage. Otherwise, the spirit is unaffected by the attack.
- ○○○ Healing Spirit (minor) ✦ Healing
- The eladrin shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
eladrin shaman’s spirit companion, other than the target, regains 4d6 hit points. This power can only be used once per round.
- □ Spirits of the Dancing Zephyr (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the eladrin shaman
or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a move action,
the eladrin shaman can move the zone 5 squares.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the eladrin shaman’s spirit companion without shifting.
Targets triggering enemy; +21 vs. Reflex; 1d10 + 12 damage.
- Stalker Spirit
- Any ally adjacent to the eladrin shaman’s spirit companion gains a +5 bonus to damage rolls against bloodied enemies.
Skills Athletics +15, Nature +19, Perception +19
Str 12 (+10); Dex 15 (+11); Wis 21 (+14);
Con 14 (+11); Int 21 (+14); Cha 11 (+9)
Equipment leather armor, longspear
-1 Level / +1 Level
Eladrin Chaos Sorcerer [Level 19 Artillery]
Medium fey humanoid [XP 2400]
Initiative +14; Senses Perception +9; low-light
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 31; Fortitude 28, Reflex 31, Will 34
Saving Throws +5 against charm effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +24 vs. AC; 1d4 + 12 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +21 vs. Will; 1d10 + 19 psychic damage and if the eladrin sorcerer rolled an even number for the primary attack
roll, make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack:
+21 vs. Will; 1d6 + 14 psychic damage. If the eladrin sorcerer rolled an even number for the secondary attack roll, repeat
the secondary attack. The eladrin sorcerer can attack a creature only once with a single use of this power.
- ○ [R] Thunder Summons (standard) ✦ Teleportation, Thunder
- Ranged 10; targets one, two, or three creatures; +21 vs. Will; 3d8 + 19 thunder damage, and the eladrin sorcerer teleports
the target to a space adjacent to the eladrin sorcerer’s enemy that is nearest to it. If the eladrin sorcerer rolled an even
number on the attack roll, the eladrin sorcerer can teleport the target to a space adjacent to the eladrin sorcerer’s ally,
not the eladrin sorcerer’s enemy, who is nearest to it.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +21 vs. Reflex; 6d6 + 19 lightning damage. If the eladrin sorcerer rolled an even
number on the attack roll, the target is immobilized (save ends). If the eladrin sorcerer rolled an odd number on the attack
roll, the target is dazed (save ends). Miss: Half damage.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin sorcerer can teleport up to 5 squares.
- □ Chaos Echoes (immediate reaction)
- When the eladrin sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
- Chaos Power
- The eladrin sorcerer gains a +7 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the eladrin sorcerer rolls a natural 20 on an attack roll for an arcane power, the eladrin sorcerer slides the target
1 square and knock it prone after applying the attack’s other effects. When the eladrin sorcerer rolls a natural 1 on an
attack roll for an arcane power, the eladrin sorcerer must push each creature within 5 squares of the eladrin sorcerer 1 square.
Skills Arcana +18, Bluff +19, Endurance +15
Str 14 (+11); Dex 21 (+14); Wis 11 (+9);
Con 13 (+10); Int 14 (+11); Cha 21 (+14)
Equipment cloth armor, dagger
-1 Level / +1 Level
Eladrin Dragon Sorcerer [Level 19 Skirmisher]
Medium fey humanoid [XP 2400]
Initiative +12; Senses Perception +9; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 30; Fortitude 30, Reflex 29, Will 34
Saving Throws +5 against charm effects
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +21 vs. Reflex; 1d8 + 18 fire damage. The next enemy that hits the eladrin sorcerer with a melee attack before
the end of the eladrin sorcerer’s next turn takes 4 fire damage.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +21 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing
10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the eladrin sorcerer
slides the target 4 squares.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin sorcerer can teleport up to 5 squares.
- ○ Draconic Majesty (minor) ✦ Fear, Zone
- Close burst 3; the burst creates a zone of fear that lasts until the end of the eladrin sorcerer’s next turn. When the eladrin
sorcerer moves, the zone moves with the eladrin sorcerer, remaining centered on the eladrin sorcerer. The zone is difficult
terrain for the eladrin sorcerer’s enemies. While within the zone, any enemy takes a -4 penalty to attack rolls.
- ○ [M] Dragon Tail Meditation (immediate reaction) ✦ Lightning
- When an enemy moves into a space where it flanks the eladrin sorcerer.
Targets the triggering creature; +21 vs. Reflex; 2d10 + 18 lightning damage and the eladrin sorcerer pushes the target 4 squares.
- Draconic Power
- The eladrin sorcerer gains a +6 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the eladrin sorcerer is not wearing heavy armor, the eladrin sorcerer can use the eladrin sorcerer’s Strength modifier
in place of the eladrin sorcerer’s Dexterity or Intelligence modifier to determine the eladrin sorcerer’s AC.
Skills Arcana +18, Athletics +18, History +18
Str 19 (+13); Dex 16 (+12); Wis 11 (+9);
Con 13 (+10); Int 14 (+11); Cha 21 (+14)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Eladrin Earth Warden [Level 19 Brute]
Medium fey humanoid [XP 2400]
Initiative +11; Senses Perception +16; low-light
HP 219; Bloodied 109
Healing Surges (+54 hp) ○○
AC 35; Fortitude 32, Reflex 30, Will 30
Saving Throws +5 against charm effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 damage, and the eladrin warden gains a +1 power bonus to AC until the end of the eladrin warden’s next
turn.
- ○ [M] Eager Vine Strike (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 12 damage. The target is immobilized and takes a -4 penalty to AC and Reflex until the end of the eladrin
warden’s next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +23 vs. AC; 4d10 + 12 cold damage, and the target is slowed (save ends). First Failed Save: The target is immobilized
instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save ends). Miss:
Half damage, and the target is slowed until the end of the eladrin warden’s next turn. Hit or Miss: Each enemy within
3 squares of the eladrin warden, other than the target, is slowed until the end of the eladrin warden’s next turn.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warden can teleport up to 5 squares.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the eladrin warden that is within 5 squares of the eladrin warden makes an attack that does not
include the eladrin warden as a target.
Targets the triggering enemy; The eladrin warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- ○ Cleansing Earth (immediate reaction)
- When the eladrin warden is subjected to an effect that a save can end.
The eladrin warden makes a saving throw against the triggering effect, with a +5 power bonus.
- Earthstrength
- When the eladrin warden uses the eladrin warden’s second wind, the eladrin warden gains an additional +4 bonus to AC. The
bonus lasts until the end of the eladrin warden’s next turn.
- Font of Life
- At the start of the eladrin warden’s turn, the eladrin warden can make a saving throw against one effect that a save can end.
On a save, the effect immediately ends, preventing it from affecting the eladrin warden on the eladrin warden’s current turn.
If the eladrin warden fails the saving throw, the eladrin warden still makes a saving throw against the effect at the end
of the eladrin warden’s turn.
- Nature’s Wrath
- Once during each of the eladrin warden’s turns, the eladrin warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the eladrin warden’s next turn.
Skills Athletics +16, Nature +16, Perception +16
Str 21 (+14); Dex 15 (+11); Wis 14 (+11);
Con 19 (+13); Int 13 (+10); Cha 12 (+10)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Eladrin Wild Warden [Level 19 Brute]
Medium fey humanoid [XP 2400]
Initiative +11; Senses Perception +18; low-light
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○
AC 33; Fortitude 32, Reflex 28, Will 32
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +23 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +23 vs. AC; 1d12 + 12 damage (crit 24 + 2d12), and the target is slowed until the end of the eladrin warden’s next turn.
- ○ [M] Razorleaf Cut (standard) ✦ Weapon
- +23 vs. Fortitude; 2d12 + 16 damage (crit 40 + 2d12), and the target is weakened until the end of the eladrin warden’s next
turn.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the eladrin warden shifts 1 square. +23 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and ongoing
10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warden can teleport up to 5 squares.
- □ Verdant Life (minor) ✦ Healing
- The eladrin warden can spend two healing surges.
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the eladrin warden makes an attack that does not include the eladrin warden as a target.
Targets the triggering enemy; +23 vs. Fortitude; 1d12 + 12 damage (crit 24 + 2d12), and the target grants combat advantage
to the eladrin warden and the eladrin warden’s allies until the end of the eladrin warden’s next turn.
- Wildblood
- When the eladrin warden uses the eladrin warden’s second wind, each enemy marked by the eladrin warden takes an additional
-4 penalty to attack rolls for attacks that don’t include the eladrin warden as a target, until the end of the eladrin warden’s
next turn.
- Font of Life
- At the start of the eladrin warden’s turn, the eladrin warden can make a saving throw against one effect that a save can end.
On a save, the effect immediately ends, preventing it from affecting the eladrin warden on the eladrin warden’s current turn.
If the eladrin warden fails the saving throw, the eladrin warden still makes a saving throw against the effect at the end
of the eladrin warden’s turn.
- Nature’s Wrath
- Once during each of the eladrin warden’s turns, the eladrin warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the eladrin warden’s next turn.
Skills Athletics +18, Nature +18, Perception +18
Str 21 (+14); Dex 15 (+11); Wis 19 (+13);
Con 14 (+11); Int 13 (+10); Cha 12 (+10)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Copyright 2009 by Paul Strack. The contents of this document may be used in
accordance with the Open Gaming License, version
1.0a. 100% of the document is open gaming content, as per section 8 of the
Open Gaming License.